--- /dev/null
+// Copyright (C) 2002, 2003, 2004, 2005, 2006 Ulf Lorenz
+// Copyright (C) 2003 Michael Bartl
+// Copyright (C) 2004 Andrea Paternesi
+// Copyright (C) 2007, 2008, 2009 Ben Asselstine
+// Copyright (C) 2007, 2008 Ole Laursen
+//
+// This program is free software; you can redistribute it and/or modify
+// it under the terms of the GNU General Public License as published by
+// the Free Software Foundation; either version 3 of the License, or
+// (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU Library General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA
+// 02110-1301, USA.
+
+#ifndef AI_FAST_H
+#define AI_FAST_H
+
+#include <string>
+#include <list>
+
+#include "real_player.h"
+#include "AI_Analysis.h"
+#include "AI_Diplomacy.h"
+
+class XML_Helper;
+class City;
+
+
+//! A simple artificial intelligence Player.
+/**
+ * This AI has two modes. In normal modes it basically assembles stacks of
+ * 8 units each and sends them to the next city, reinforcing them in own cities
+ * if neccessary. In maniac mode, however (meant for wandering monsters etc.),
+ * this AI will attack everything that is close up or take the nearest city if
+ * no enemies are close. When it takes over an enemy city, it razes it.
+ *
+ */
+
+class AI_Fast : public RealPlayer
+{
+ public:
+ /**
+ * Make a new AI_Fast player.
+ *
+ * @param name The name of the player.
+ * @param armyset The Id of the player's Armyset.
+ * @param color The player's colour.
+ * @param width The width of the player's FogMap.
+ * @param height The height of the player's FogMap.
+ * @param player_no The Id of the player. If this value is -1,
+ * the next free Id it used.
+ */
+ //! Default constructor.
+ AI_Fast(std::string name, guint32 armyset, Gdk::Color color,
+ int width, int height, int player_no = -1);
+
+ //! Copy constructor.
+ AI_Fast(const Player&);
+
+ //! Loading constructor. See XML_Helper for an explanation.
+ AI_Fast(XML_Helper* helper);
+
+ //! Destructor.
+ ~AI_Fast();
+
+ virtual bool isComputer() const {return true;};
+
+ //! Saves data, the method is for saving additional data.
+ bool save(XML_Helper* helper) const;
+
+ //! Sets whether the ai joins close armies to make them stronger
+ void setJoin(bool join) {d_join = join;};
+
+ //! Returns the current behaviour regarding joining armies
+ bool getJoin() const {return d_join;};
+
+ //! Set maniac/normal mode
+ void setManiac(bool maniac) {d_maniac = maniac;};
+
+ //! Returns the current behaviour
+ bool getManiac() const {return d_maniac;};
+
+ virtual void abortTurn();
+ virtual bool startTurn();
+ virtual void invadeCity(City* c);
+ virtual bool chooseHero(HeroProto *hero, City* c, int gold);
+ virtual Reward *chooseReward(Ruin *ruin, Sage *sage, Stack *stack);
+ virtual void heroGainsLevel(Hero * a);
+ virtual bool chooseTreachery (Stack *stack, Player *player, Vector <int> pos);
+ virtual Army::Stat chooseStat(Hero *hero);
+ virtual bool chooseQuest(Hero *hero);
+
+ private:
+ //! The actual core function of the ai's logic.
+ bool computerTurn();
+
+ //! search through our stacklist for a stack we can join
+ Stack *findNearOwnStackToJoin(Stack *s, int max_distance);
+
+ //! produce the best low-turn high strength army unit.
+ int setBestProduction(City *c);
+
+ int scoreArmyType(const ArmyProdBase *a);
+
+ //! Determines whether to join units or move them separately.
+ bool d_join;
+
+ //! Maniac mode: kill and raze everything you encounter.
+ bool d_maniac;
+
+ AI_Analysis* d_analysis;
+ AI_Diplomacy* d_diplomacy;
+};
+
+#endif // AI_FAST_H